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==Battalions== ===Chainguard=== (580pt. min. - 820pt. max) '''''A Guardian of Souls and two Chainrasp Hordes with 20+ models each''''' '''The Heart of the Horde:''' The Guardian of Souls can bring back D6 models to one of the units of Chainrasps when he casts Spectral Lure. When paired with the Beacon of Nagashizzar the Guardian can bring back 2d6+3 models (average 10) every turn on a 6. This is ridiculous, and will force your opponent to spend their limited unbind attempts on it, every turn. What's that? Your massive damage unit almost thrashed the battleline of Chainrasp Horde? Don't worry about it, they'll all be right back. This is almost mandatory for anyone wanting to attempt the "endless horde" army style in Nighthaunts. ** Keep in mind that his Battalion ENTIRELY relies on being able to get the Guardian of Soul's spell off; and sure, it may be sweet to see that 2d6+3 Chainrasps pop back up, but the second the enemy sees this, their going to start throwing their considerably more powerful anti-magic at us. This makes this entire battalion a gamble, since if you happen to fight army that's good at magic, or has good ways at stopping magic, then congratulations, you just spent a bunch of points on an artefact, a CP and one big magical [[DISTRACTION CARNIFEX]], pick up some magic else where and take advantage of your opponents biggest magical guns being pointed at this unit . ===The Condemned=== (670pt. min. - 990pt. max) '''''A Spirit Torment, a unit of Chainghasts and two Chainrasp Hordes with 20+ models each''''' '''Cruel Taskmasters:''' Re-roll failed hit rolls for attacks made by the Chainrasp Hordes while they are wholly within 15" of the Spirit Torment or Chainghasts. This is an excellent pick, and choosing between this and the above battalion is hard. Extending the aura and making it a full reroll miss effectively makes Chainrasps 3+ to hit. Add in guardian of souls buffs and you have 3+/3+ battle line that can get to four attacks each with other effects. * First and foremost, this is our most expensive Battalion; and it is for a good reason as well. In a similar vein to the Death Riders, ShroudGuard and Chainguard, this is more of an "upgrade" rather then a straight up bonus. But arguably, this is one of the better bonuses we can get, since it gives the Spirit Torment and Chaingheists a formidable buff to their range. Another good thing to note is, that just like the Bladegheist rule, you don't actually need to have the Spirit Torment nearby to get the bonus for the Chainrasps, meaning it's entirely viable to run one block of Rasps with the Spirit Torment and then another block of Rasps with the Chaingheists. Than way, both Blocks get those sweet, sweet re-rolls. If your going to be running offensive Rasps, pass over the Chainguard and look towards these bad boys. ===Death Stalkers=== (580pt. min. - 1380pt. max) '''''A Cairn Wraith, 2 units of Grimghast Reapers and 2 units of Glaivewraith Stalkers''''' '''Soul-marked Prey: ''' After setup is complete, pick an enemy unit to become 'Soul Marked' by this battalion. Add 1 to hit and wound rolls for attacks made by this battalion against the marked unit. This can be used to get rid of your opponent's power-units, like large groups of chaos warriors or sequitors. * How do you balance being forced to take a really good unit with a really good buff? By making you take 2 terrible units and a slightly mediocre one. The Glaivewraiths are a tax, simple as that, and an expensive one at that. Costing you at the very least 120 points, this effectively doubles the cost of the battalion. Until Glaivewraiths get better or cheaper, this battalion should be avoided at all costs. ===Deathriders=== (830pt. min. - 1890pt. max) '''''1-2 Dreadblade Harrow, 2 units of Hexwraiths and a Black Coach''''' '''Spectral Spearhead:''' Add 1 to charge rolls for units in this battalion. In addition, an unmodified charge roll of 9+ allows the unit to fight immediately (replaces allegiance ability). Overall, this is a solid choice, and if you were planning on bringing a Dreadblade, a Black Coach and some Hexwraiths, this should be your go-to. All three units synergize really well, and a Dreadblade is a must for a really fast moving army. The Black Coach works very well with the Hexwraiths, since it can help heal them, and then help finish off the enemy. * Funny enough, after the discount, it's entirely possible to make a complete 2000 point army by just taking two battalions, and then running four units of 10 Hexwraiths each. Is this a good use of your points, and or money? Probably not, but it could be fun. * Raises your chances for the charge bonus from 16.7% to 27.8%. ===Execution Horde=== (540pt. min. - 1620pt. max) '''''One Lord Executioner and 3 units of Spirit Hosts''''' '''The Headsman's Masses:''' Subtract 1 from the hit rolls of attacks that target this battalion's Lord Executioner while a Spirit Host unit is within 6" of the attacking unit. In addition, add 1 to the hit rolls of attacks made by the Lord Executioner while any Spirit Hosts are within 6" of the target unit. His job will be to tarpit enemy heroes or sit around and bring back his spirit host buddies with the Ruler of the Spirit Host command trait. ===Shrieker Host=== (560pt. min. - 1280pt. max) '''''A Tomb Banshee, 2 units of Dreadscythe Harridans and 2 units of Myrmourn Banshees''''' '''Mournful Wailing:''' Re-roll battleshock rolls of 1 for enemy units while they are within 6" of any units from this battalion. In addition, Inspiring Presence cannot be used on enemy units within 6" of any units from this battalion. Really good for the 'Leadership attack' strategy, however given that Seraphon, Daemons and well, DEATH, are popular armies, and have almost exclusively Bravery 10, this will be fairly hit and miss. Even with the maximum -3 to bravery, a bravery 10 model goes to 7, averaging 0 mortal wounds from banshees. This is probably more for someone who wants to run a gimmick list, or know that their local meta is low-bravery armies. In the latter case, it will be "frightening" how fast you lose your friends. heh... ===Shroudguard=== (410pt. min. - 930pt. max) '''''1 Knight of Shrouds or Reikenor the Grimhailer and 2 units of Bladegheist Revenants''''' '''Frenzied Fervour:''' Replaces the 6+ ignore wounds from the allegiance ability to a 5+ for the Bladegheist while wholly within 12" of the KoS or Reikenor. This one has some really neat Synergy with the Ruler of the Spirit Hosts Command Trait. Make the Knight of Shrouds your General and pick this as his Command Trait. Now your Knight of Shrouds has a -1 to hit with Ranged Weapons (thanks to the Bladegheist Revenants blocking him), the Bladegheists can shrug off wounds and mortal wounds on a 5+ (thanks to the Battalion ability) and should a Bladegheist Revenant fall, this Command Trait will instantly let you set up some extra Bodyguards. ===The Forgotten Scions=== (440 pt.) '''''1 Knight of Shrouds on Ethereal Steed and 2 Dreadblade Harrows''''' '''Gharest Malcor, the Traitor Knight:''' Add one to the attacks characteristic of the Knight of Shroud's Sword of Stole Hours. In addition, once per battle round, you can use the command ability on his warscroll without a command point being spent. ===The Dolorous Guard=== (400 pt. min. - 2360 pt. max) '''''2-4 units of Hexwraiths''''' '''Knights of Regret:''' Add one to the attacks characteristic of melee weapons used by units from this battalion if they charged in the same turn. In addition, if your general is within 3" of any friendly units from the battalion, on a 2+ you can pass on wounds and mortal wounds.
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